Level Building of Bocardo
Hello, this is a guide Blake is currently working on about how to build a map in Bocardo
This Map object has all of the game’s maps (they are disabled by default)
We can see that each map is compromised of 4 pieces.
These pieces are from this folder
Sadly, I believe only TileGroup1, TileGroup3, and TileGroup5 behave correctly.
(currently, each map is only made of these 3 pieces, which is why our game levels do not have much variety)
Creating a new TileGroup may seem like the best practice for creating new maps but it also may be the case that they do not properly function :(
With this in mind, I am going to proceed by duplicating TileGroup1 and seeing if I can modify it.
I select it then I press CRTL + D to duplicate it (we will be using this hotkey a lot)
The duplicated version (with a confusing name lol)
I double click this new prefab icon
And now we are looking at this object.
We can see that this is made up of individual tile prefabs.
This is important because each tile prefab has a Tile Script
That includes the parameter of how many turns before it falls. It also has another parameter Walkable that determines whether anything can walk on it.
Nice!
By holding CTRL down you can click on multiple tiles and repeat the step where we change the material. That way you can change the material of multiple tiles at once.
We can also delete the grass and flowers.
But can we delete the trees?
Well by default the trees are not walkable. So i would advise you to just delete the entire tile if you do not want them.
By now I’m sure you may be wondering:
How will I make this look more different than the other pieces?
Yeah! Let’s practice removing and adding tiles. One thing Im keeping in mind is that there are places you do not want to add tiles.
I am not going to place any blocks outside the red zone. That is when I complete this piece and fit it in my map, I want it to easily line up. I will show you guys this in effect late when I put this piece in.
First I will show you how to remove and add tiles.
I am going to delete this tree.
There it’s gone!
Now I am going to replace it with gravel!
Im going to duplicate this gravel.
CRTL - D to duplicate
I pressed it
and while it looks exactly the same we have to be careful because there are two tiles on top of each other.
To put it where we want it, we must make sure we are in the correct mode
(I wasnt)
And now we can position this block.
THIS IS IMPORTANT
You must hold CRTL down as you move the block.
In my example I am going to hold down control, and grab/drag the blue arrow.
Why is holding CRTL important? It makes the tiles snap to place (by default they snap at a factor of ¼ of a tile.
We want the position of the tile to be nice, round whole numbers.
^this is no good.
There is one other thing we need to account for.
Since I grabbed a tile from the center
Its number of turns before it falls is too big
Imagine that tiles closer to the outside need to fall first.
For instance this tree tile falls on turn 6.
I set our new tile to that as well
Okay! You made it this far.
So we got our new tile
Lets back out into scene view
Were gonna click this check mark on the canvas to disable it
Now our workspace is easier to see
Right click the hierarchy And create an empty object.
Set its position to (0,0,0)
And i named it as well
Drag that into the map object
From here I am comparing this tile piece to another map.
This new piece shall be positioned on this map and rotated either 90,180 or 270 degrees on the Y-axis
I positioned this like so ^
Keeping in mind the center of the map
Alright from here I disable the other map
Since just from this piece I can tell where the center is.
Using the rotate tool and holding CRTL you can actually snap rotate objects like so.
And with that I made a map!
From there I disable the map
And enable the canvas.
Should look like this
And now, I am going to test the map.
Select the map object
And find the Map Picker script
And add your map to the list
Play the game and press R to reset it. Your map Will eventually be chosen. If you want your map to be functional you have to play test it.
If any character does a hopping animation those tiles are broken.
Oh look!
My maps broken : (
We know this because the hopping animation is occurring.
This is bad because in the build this will break the game.
I still have no idea what causes this guys. But hey I got a new map for the trailer I guess.
Get Bocardo
Bocardo
3D rogue-like card game where the player battles through the enemies with a deck of movement cards
Status | In development |
Authors | ZXenon, GeunYoon, hanktutt, blakewehrle |
Genre | Card Game |
Tags | 3D, Fantasy, Roguelike, Turn-based Strategy |
More posts
- UI of the Bocardo: Attack & End Turn ButtonApr 28, 2021
- UI of the Bocardo: MenuApr 28, 2021
- Design of BocardoApr 19, 2021
- The Beginning of BocardoApr 15, 2021
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